Background (by Bill Taylor)
These are essentially the New Zealand rules,
re-worded to be as simple and elegant as possible. The NZ rules are in turn
the simplest version of Chinese-style rules around. The NZ rules are worded
with definitions given recursively, which is elegant and a joy to computer
scientists, logicians and mathematicians, but perhaps not so nice for most
others. John Tromp came up with the key idea of a stone "seeing" (or as I've
presently worded "reaching") a different color. This was the brilliant step
which enabled such succinct rules. My modest contribution was the wording for
the end-of-game criterion, and putting an expansion into a second tier of
interpretations rather than rules. This was
- to keep the logical rules as simple as possible, and
- to keep things close to how the game is actually played by humans.
If you like the Tromp/Taylor rules as presented here, you are earnestly
enjoined to present a copy to your local, national or international clubs
and committees. This is especially the case for the European Go Association,
which is long overdue in making the inevitable shift to Chinese-style rules,
thus following the excellent American precedent set about four years ago;
(even though the Americans sadly couldn't quite admit they'd in fact shifted
to Chinese rules, as they have done, in effect).
If you DON'T like the rules presented here, please contact us, explaining why.
Let me just re-iterate the motivations for wanting to
adopt Chinese-style rules. They are by far the simplest, most elegant, most
easily worded, and most easily umpired of the main rule sets. The matter of
when the game finishes, and what is dead/removable, in particular, is far
more logical and simple than in the Japanese variants, where the main
motivations seem to be undue respect for tradition, and a feeling for the
"beauty of omission", (a criterion possibly more appropriate to Noh opera
than to a worldwide game of strategy). It is of particular
concern that the
rules be made as "natural" and comprehensible as possible for beginners, so
that they not be turned away from the game by puzzlement or outrage, notably
at the unfair-looking "free removal" of scoring prisoners at the end of the
game. Many of us have known this to happen with promising beginners. Western
countries especially cannot afford this kind of wastage of recruits.
Another point which has come up in email is this. There are four main
areas in which Chinese and Japanese rules differ, and are effectively
independent of one another. So in principle there are 2x2x2x2 = 16 ways
of forming the rules, in these respects. Only the first difference is crucial.
- The whole network of rules concerning scoring; prisoners; end of the game;
passing; removable stones; special positions; when are extra moves needed.
This is "the" defining difference between the two rulesets. Chinese is far
and away the simpler, by a country mile.
- The ko rules. Japanese is simpler, but has an annoying gap:- non-games
resulting from long cycles. Chinese is more elegantly wordable.
- Suicide. Neutral; I have a slight preference for allowing it.
(It allows slightly more options, thus more exercise of skill.)
- Where to put handicap stones. I much prefer the Chinese "free-placing"
style - more game variation, and more opportunity for exercising skill.
Some people may object that I've "cheated" by relegating many concepts
to `comments and interpretations', and have thus kept the core rules
artificially concise. However I don't think so. The core rules are
precisely those that (e.g.) a computer or game-theoretician needs to know;
which surely qualifies them as being the "real" rules. The remaining
`comments and interpretations' are merely about those matters that real live
players have to worry about for reasons of convenience, impatience, and a
desire (usually) to play with physical equipment.
It should be noted that (especially for tournaments) there would need
to be a further layer of rules and proprieties concerning things like clocks
and time, physical disturbances, ambiguous placements, getting unfair advice,
and so on. (What Barry Phease succinctly dubbed "not rules of the game, but
rules about playing the game".) I have completely ignored such matters.
for all x there exists y such that y is not equal to x
Preliminary version of
Ladders are PSPACE complete
White P5 to live (SGF file with spoiler)
Back to my home page.
john.tromp@gmail.com